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It's obviously a multifaceted problem, but I will try and boil it down to get a handle on this.
I don't recall the exact patch where I started to feel this way, but it goes way back and it's not about saying 1.3 is better than 1.4 or V0 is better than X. I will be discussing game design principles aswell as what I feel is the heart of MBII sabering and yeah make no mistake, this is a veiled critique of the developers work over the years and what MBII has turned into. Because I love it and want it to be better, and I believe it can be so much better than what it currently is.
There is the inevitable breakdown of Open mode and Duel mode and changes pertaining to each. But this divide wasn't always there, you know? Once upon a time, MBII duel mode was just sith vs jedi, there was no special considerations like ACM, and thinking about duel mode specific features vs open mode specific features. Shoehorning playstyles and narrowing the meta this way limits dynamic variability in the game, and is part of why I haven't played consistently for such a long time.
But for the sake of this critique I will use the Open and duel mode categories, but excuse me when I weave in some history and explanation behind my changes and why I feel the way I do about the system in general.
OPEN MODE:
People used to say that jedi/sith were OP 10 years ago. Guess what? They still do, even with all the changes to open mode. Back then, there was more of a difference between a good jedi and a bad one. Nowadays there is hardly a difference between a mid-tier player and a top-tier player in open mode vs gunners. Why is this? Let me outline the main problems clearly for you all, then explain why they are a problem one by one.
Low FP drains and Slow FP regen.
Flinch.
FP regen debuff when shot.
Before I even discuss flinch, I have to talk briefly about the general feeling of playing the game in open mode now vs years ago. Freedom to do a variety of things, a higher variance/difference between levels of skill in the mid to upper tier brackets, faster paced gameplay and overall just more fun. This was years ago.
Now: Less of a dramatic difference between players. Good for new players, bad for those that are in it for the long haul and wanting to get better. Less freedom to do what you want as a jedi/sith, less playstyle variance both in open and duel mode.
Why is this?
The first problem is the low FP drains that necessitate slow fp regen. This inevitably leads to less force power usage and restrics how you can play the game. It also makes it a drag for both gunners and jedi/sith. It's a drag for gunners due to the low fp drain, and a drag for the force users due to the slow fp regen and inability to freely use the force and it slows the game down tremendously. The FP regen debuff when shot is a sort of tertiary shit mechanic added on to further exacerbate this problem, because the FP regen was so low that additional nerfs were needed to make it a palatable change balance wise. Instead of fixing the main problems, recent iterations of MBII have invented second and third tier solutions to mitigate the bad idea instead of removing or changing the bad idea aka the root cause.
The second problem is flinch and its implementation. Look, there have always been complaints about jedi/sith being hard to kill in melee range and flinch might seem like a good solution to some of you, but it's shit and here's why.
Jedi/sith is a melee class, yet it's diffficult for them to get a kill when they are in close range to a skilled gunner. Why? Wookiee is the only other melee class in the game, yet it's fucking strong and scary when it's in melee range and you run away from it. Even Jedi/sith have to respect it. This is not the case for current force user vs gunner combat. I never panic as a gunner when faced with a jedi, even when I am playing a soldier I know I can handle them in close range due to flinch, so I never try to drain them from a distance (BECAUSE HEY, THAT TAKES LIKE 30 SEC TO A MINUTE).
The only reason why flinch is necessary in current open mode, is because of the retardedly slow fp drains. So my changes to open are rather simple. First of all, increase the FP drain of all gunners on jedi/sith. This change necessitates higher FP regen and removing/reworking flinch. This simple change also allows us to get rid of the FP debuff, which is bad for a very major reason indeed. The FP debuff prevents ppl from using manual dodging and crouching to reduce FP drains in a volatile high drain system, which was one of the skills that high tier players used to differentiate themselves from middling players. Basically what I am saying is remove the root cause that necessitates all these stupid balance changes.
You have X, and X is bad. Instead of reworking X to be acceptable, you install Y and Z to balance X, but Y and Z negatively affect the game to such a degree that it becomes worse than previous iterations of the game. This is the problem with the recent design philosophy in a nutshell.
First you have to fix the core issues and make the game as fun as possible to play. Then you can balance the game. What developers have been doing for awhile now (more than 1 year, fucking hell). Is trying to retrofit balance changes onto bad mechanics to make them more palatable. How do we fix the fact that FP drains are so low? We have to implement flinch and an FP debuff to further reduce the FP regen otherwise the low drains are too OP. You are a doctor tackling a symptom instead of the root cause and it's ruining the game that I love.
Now let's move on to the big one for me. DUELING.
This is a more complex issue to tackle than open mode, so bear with me as I try and outline my problems with the design philosophy and why certain changes are bad for the system.
First of all, a few questions and a history lesson. Many current duelists do not remember this because they weren't around back then, but until about 3 years ago people were using many different dueling tricks to differentiate themselves. To name a few things.
Style switching was viable and allowed for very dynamic gameplay, look at some of my old dueling videos.
Mblock style was a quirk that allowed certain players to duel with their own peculiar style.
Faking low BP was a mental technique you could use to trick your opponent into becoming overly aggressive.
BP was far more important than it is currently, and so it mattered alot more how much BP you had. Now the main mechanic in dueling seems to be ACM, which is a convoluted, contrived, invisible mechanic that you cannot keep proper track of. And furthermore there are no subtle mindgames with ACM, since faking ACM is impossible/useless.
Now I know some people might say stuff like 'adapt' and 'git gud', but I think I have pretty much deleted those stupid retorts because I have indeed gotten good and beaten most of the best players in the game at dueling convincingly. I'm not bragging and saying I'm the best, because I'm probably not, but I know my way around a lightsaber so listen. What I am saying is that there are certain things that make dueling bad, the root causes I eluded to earlier and I will now outline them and explain them like I did with open mode. Dueling is obviously a complicated thing and there is no way I can cover everything so I will try and focus on the major problems.
Let's look at dueling the same way we looked at open mode above. Why does it feel bad to me?
Low BP drains. No style switching, less dynamic dueling aka a one dimensional meta and that wouldn't even be so bad if the meta was good/visible. Slow styles feel bad to use without nudge.
Why are the BP drains low? Because of ACM.
Why is there no style switching? Because of ACM.
Why is dueling less dynamic, and why is the meta so bad and one dimensional? Because of ACM.
Why do slow styles feel bad to use without nudge? Fast styles interrupt, make it a hassle to try and fight back. This problem is sort of the dueling version of the flinch issue.
There is a very simple solution to all of these problems. I'm not saying the system will magically be uber good when these things are changed, but I am saying that this is the root cause of many problems and fixing the root cause will allow us to work on better support mechanics for dueling.
Rework ACM!!!
(Return it to how it was in the old days. You had to build many ACC, like 8 for example. Then when you got 8 you received 1 ACM which boosted your AP significantly. The only way you could get ACM/AP was if you significantly outclassed your opponent, or if he simply didn't attack you back.)
You would think that making ACM more sensitive and dynamic would improve the game, but it does the opposite. ACM promotes passive, drawn out, runhit parry styles. It promotes long slow duels. And furthermore, it isn't even a visible mechanic the way BP is. You have to sit there and count your swings vs the opponents swings, but this is also difficult because sometimes a swing gives more ACM than other times. It is a convoluted mess that drags everything about dueling down, down dooooown into a very one dimensional and boring place.
The current ACM system means that we have to have lower general AP to compensate, which means you feel impotent in the beginning of a duel and BP doesn't really mean much. So you can waste all your BP playing frivolously, then run away until you have full BP and come back with an ACM advantage and destroy your opponent. This cheese is how less skilled players can beat more skilled players if they do not buy into the ACM struggle. And no, it's not an elegant dance or a contest to grab momentum. It is an ugly slugfest of noodleswings and runhitting/parrying like hell all for the sake of this one thing.
Imagine if ACM was removed and BP mattered again. You could more easily do 1v2 if you are a top player, because you can keep your opponents in check by draining their BP fast. Every swing and timing matters. One of the worst things about 1.4 was the fact that it took such a long time to kill another person, AND NOT ONLY THAT. They could make like 8 major mistakes and still be fine and hang on. All of this evaporates immediately if ACM is reworked and fixed. And I have only just scratched the surface of why ACM in its current iteration is B.A.D, but let's leave it here since I think you get my point, I hope...
Inevitably I will have to tackle the "but without ACM you can just run away and reset."
My first gut reply to this is, "yes and why shouldn't you be able to do this?" but I know it's a little more complicated than this.
First of all let me state that the solution is not to implement some obtuse mechanic like a speed increase on a bodyhit. I don't believe there really is a problem with this running and resetting thing, and if there is a problem it's a minor one at best. Actually this thinking negatively impacts open mode and is neutral in dueling mode.
To improve upon dueling mode and turn this issue of yours from a neutral thing into a positive, non issue is very simple. Have duel mode be more like baseJKA with a lobby and a longer time + freejoin and 1x1 duel challenges. I don't even want to get into the timelimit debate here because it's a seperate issue, but in fact I think that hardcoding the timer has had a massively negative impact on the game due to how many roleplayers MB2 used to have and how amazing the custom FA's were. Now all of those FA assets hardly get used at all, which is a huge shame, but let's focus on dueling.
To sum up my thoughts about dueling:
ACM ruins style switching, reduces the importance of BP, encourages runhit/passive parry styles and drawn out duels, and actually encourages running away equally if not more so that a system in which ACM didn't exist (because there's no chance of recovering the fight after a big ACM advantage, so why bother?).
I think that is the main thing I wanted to talk about with dueling, and really hammer it home. This is because devs often get caught up working on second or third hand problems instead of fixing the root cause. During my time as a beta tester I've seen this problem so many times that I cannot count them, and it goes for both open mode devs and dueling devs.
I don't want to call people out and blame them specifically, because that is rather pointless, but to give a few examples of stupidity and second/third rate symptom obsession let's take a look at recent dev history. And keep in mind many good things have happened aswell, I am just criticizing these things and spelling them out because it seems to always fly over peoples heads...
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-Stassin made ACM the way it is because he believed running away in duels was bad and probably also because 0 BP survival was a thing back in 1.3 due to parry being free. Regardless of the reasoning though, ACM the way it is (and noodle swings), was his change and you just have to read my thoughts above to know why I list this here.
-To fix the 0 BP parrying issue, 1.4.3 came about, with 50% Bodyhit damage on all parries. Way too extreme a change.
-In 1.4.4 Tempest was worried about swinging willy-nilly and combo-spam, so he introduced very large flat drains. However, that was not the only massive problem he created. He also removed nudge yet kept fast PB counters, and all of this resulted in an absolutely shitty patch. The last time I played something so bad was maybe RC2. Even 1.4.3 with its ridiculous parry mechanic was better.
-1.4.5: This is a buggy beta build, rushed out because of viserys and incomplete and shitty because of lack of testing and tempests mistakes. It is damage control for the bad patches since 1.4, and tbh I am not very impressed at all. The main problem with 1.4.5 is the ACM meta, and the bugs and how unpolished sabering feels in it aswell as a few style specific things like red being slow and lacking nudge/faster speed to initiate.
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So now that I've gotten that off my chest and outlined what I think is a major problem and a relatively simple solution, let's throw out some details and solutions/changes. These are my changes and what I think is important to bring back the good feeling that I lost about 3-4 years ago.
-First is ACM. Make it relevant only for special attacks like blue lunge, stab, YDFA and butterfly or simply remove it completely from the game or rework it to the old style of ACC/ACM/AP gain.
-Individual saber perks aren't needed. We didn't have them in the old style switching systems and each style was unique with its advantages and disadvantages. But I believe individual perks can be a good thing both for open and for dueling if done right, to give flavour and so on.
To give a few examples of good perks and bad perks.
Red: Nudge -> Good perk.
Red/blue: PB drains X BP -> Bad perk.
Blue: Each ACC/ACM empowers blue lunge/backstab -> Good perk.
Purple: PB gives X ACM -> BAD PERK.
Yellow: Able to do fast halfswings in restricted directions -> Good perk.
Purple: Attacks bleed though PB -> BAD PERK.
But again, these shouldn't be needed, but can apply flavour so it's a minor thing.
-Reintroduce swing restricions, especially style specific ones not global ones so each style is unique and mastering the style takes more effort. This is a major part of why two styles felt different back when we didn't have random perks to differentiate them.
-Introduce NB aka Normal Block aka old lightsaber blade based PB. Make it reduce BP damage taken by 10% So instead of doing 10 BP damage, an attack does 9 BP damage. With BP being relevant, this will give the mindful player the edge without really interfering much with normal dueling, assuming BP drains are properly high, which brings me to my next change(s)
-Getting hit on your NB, enables you to do a nudge/halfswing speed counter. Aka a NB Counter. This should not be fast, but just skip the first windup part of the anim like halfswings so u can react off of an opponents aggression like in the old days instead of having to wait your turn, but more nuanced and requires some skill and timing awareness due to it being on NBs only. This should deal standard damage.
-To clarify, a PB counter would be a 20% increase in damage and same halfswing speed, basically just more dmg. And we do away with Mblock PB fast counters alltogether.
-BP regen below 1/3 BP is reduced slightly. Another mechanic to emphasize the importance of BP, low BP vs high BP and being mindful of your BP vs simply retardedly ignoring it and still being fine. The threshold could be marked a darker red on the bar to indicate when you are in the bad zone.
-If not holding block, aka running, force focus is increased to 0.5 sec for FB 1-2 and 1 sec for FB 3. This will enable you to pull runners if they aren't doing a proper tactical retreat, resulting in more rewards for skillful play and making it easier for pro's to kill running noobs that don't know what they are doing.
-Holding mouse 1 drains X bp per sec. Do away with arbitrary BP costs for swings and make all swings free and cost whatever the tick is. Attacking should be cheap, not super expensive like in 1.4.4.
-Make jumps with the +use button free always. So if you have jump 3, hold use and do a shorter jump 2 non-force jump, you don't dent your BP at all.
-Mblocking someone does not stop their combo, it gives you some BP instead. This will improve the flow of gameplay in general. Also roll back the mblock changes so that it's a mechanic everyone can use constantly during a duel with a short CD and no penalty for failing. The main problem with mblock was that it stopped momentum. If it merely regens some BP and this applies to both sides ofc, the one with the better mblock will regen more BP and thus come out on top. The CD should be around 3 seconds. The specific amount of BP an MB should give obviously needs to depend on the style, more for faster swings and less for slower swings. It should not be overly significant and extreme, same philosophy here as with NB, it should make a minor impact but be enough to really set the truly skilled apart from the moderately skilled.
-Getting slapped doesn't stagger/flinch you, but will still knock you down if u arent blocking. Getting kicked with +use does stagger you even in blocking stance. Another thing to increase skill levels and differentiate middling players from Masters.
-Parries are based on bodyhit damage and deal a flat 20% bodyhit damage throug the parry to the other person. So if a blue attack is worth 6BP damage and a Red attack is worth 10BP damage. Red deals more damage than blue through the parry, but blue should have more swings in its combo, atleast 4 so that extra swing evens out the difference in most circumstances. Besides, blue is alot faster than red so giving it stronger parries than strong styles doesn't make sense. Overcomplication of invisible mechanics seems to be an obsession of Tempest and even stassin to some extent, so how about we don't do that so much anymore?
-Make grip/MT/lightning and superpush unusuable in dueling mode (or togglable via a server option, and give speed to both sith and jedi so there is no difference between them dueling wise, aka a jedi doesn't get an advantage over a sith due to speed. This speed for both sides change SHOULD extend to open mode aswell, but the devs are being retarded about it and have stubbornly refused this change for a million years, same with rolling back the harcoded timer change. Sometimes you think you know whats best for the game when you have no fucking clue. I have been humble enough over the years and exceedingly patient enduring bad design ideas, so I think I am allowed to say that there is no way you are right about speed and the timer, and there is 'every' way that I am right about it.
-And for Tempests sake, I am mentioning here that specials should not cost BP, for fucks sake. They should cost FP, and you've already made them vulnerable. This makes them undesirable to spam in open mode, but usable in dueling mode. Oh, and NB should be able to block additional damage on specials, say 50 percent?
Perk/minor style changes section:
-Give red nudge for fucks sake. And don't even think about giving the style weird staggers. Stagger has ALWAYS been bad for sabering. It was terrible in the stagger below half BP on bodyhit patch, it is terrible now.
-Cyans new perk is that it deals 10% more damage than the opponents parry vs fast/medium styles and equal damage vs heavy styles on its first two swings in a combo, this counts halfswings aswell.
-Staffs new perk is an inability to be backwhacked unless u have low enough BP. Backwhacks deal 50% increased BP damage. This makes it better for 1vx. Let us get rid of the retarded Mblock perk legacy, and all the cheesy stagger bullshit.
-Yellow: fast halfswing like in the beta is fine I guess.
-Blue perk: Use ACM scaling on its lunge and backstab, and make the backstab recovery slightly faster so its less risky and is used more for style points.
-Purple perk: Acrobatics like cartwheels cost no BP and you take no additional damage if hit during them. Speed purple up and make its swingspeeds equal across the board. It should be similar to yellow in speed and could even get a 4th hit. Give it back stab as a special instead of the kata, and make it act like blue lunge, primarily a knockback thing unless super high ACM and ofc it costs FP like the other specials.
-Duals: Damage increases throughout the combo. Not the halfswing king design, but the combo king design. It makes duals less retarded in duels.
--- End of perk/style thing for now. Kept it brief for the sake of the other changes.
Now the 'sev' changes that all devs (Stassin/Tempest) have ignored for many years and even actively sought to counteract, and my reasons why these changes are good and why counteracting them is fucking bad. First the changes. Then the reasoning behind them.
-Swingblocked attacks do 10% more damage.
-Non-swingblocked attacks do 0% extra damage.
-Running attacks deal -30% damage.
-Jumping attacks (i.e while airborne) do 10% more damage and overlaps with swingblocked attacks for a total of 20% more damage.
-You take 30% more damage if hit in the air.
-Crouching attacks deal 75% reduced damage.
-You take 75% more damage if hit while crouching.
First of all, differentiateing between a swingblocked attack and a non-swingblocked attack is a way to increase the skill difference between players and give those who practice alot an advantage and the noobs that just hold m1 a disadvantage. It takes more skill to swingblock than to not swingblock, so swingblocks dealing LESS damge than nonswingblocked attacks DO NOT MAKE SENSE.
Running attacks should deal way less damage in a BP centered system, because this way you will have an easier time chasing a retreating opponent who doesn't swingblock or hold walk during his attacks. This somewhat alleviates the problem that many systems have had, even 1.4 ACM systems have this problem, where you try and chase someone down to finish the kill, but you end up losing your ACM and BP due to runhits. With no ACM there is only BP to worry about, and with 30% reduced dmg, runhits vs normal hits will come to favor the aggressor, which is what we need to finish duels instead of all of these mechanics like increasing runhit damage, that actually promote runhit rungaying.
Jumping has long been a pet peeve of mine. You should be rewarded for doing a short jump initiation because it drains your own BP and takes more skill than a normal attack to perform. The 30% more dmg is to balance the risk vs reward more adequately instead of having it be at 50% which totally fucks over the risk vs reward. At 30% it means that u can parry the jumphits and come out on top with a slight BP gain.
The crouch nerfs are simply because crouching attacks are hard to defend against with PBs, and it is a cheesy way to play the game and also looks retarded. Crouchspamming should never be a viable tactic in dueling, so I hit it hard. In contrast, tempest wants to reduce the penalty for crouching, which is fucking stupid.
I do not understand why the devs are so reluctant to implement these numbers changes that I have been going on about for years and years. Is it because it will increase the skill ceiling and reduce the effectiveness of cheesy tactics while rewarding skilled people? I don't get it, so why not fucking try some of my changes for a... change. Instead of obsessing over stupid, meaningless changes that are then rolled back the next patch, or making bad changes that stack accumulatively and end up making the system worse? Try some sev changes, please.
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That will be it for now. I am sure we can find other small changes and adjustments together, but the main thing is to get the gameplay back on track and then balance it after the gameplay is fun and nuanced and deep again. I left out some changes and adjustments myself, thing that might fit into the balance category of changegs even more than the ones I included, such as BP/AP adjustments. I also did not mention force power reworks and force power changes too heavily, so there are many things still to touch on. BUT, this should give you a general overview of why I, SEV, haven't played consistently in 3 years and why I can't enjoy MBII the way I used to.
I hope you will take these suggestions to heart and try them instead of developing weird parallel alternatives that dont work aswell and are fixes to symptoms rather than fixes to the root cause.
-Yours sincerely. A very patient duelist that has had enough of the stupid changes and cannot put up with it any longer.
I don't recall the exact patch where I started to feel this way, but it goes way back and it's not about saying 1.3 is better than 1.4 or V0 is better than X. I will be discussing game design principles aswell as what I feel is the heart of MBII sabering and yeah make no mistake, this is a veiled critique of the developers work over the years and what MBII has turned into. Because I love it and want it to be better, and I believe it can be so much better than what it currently is.
There is the inevitable breakdown of Open mode and Duel mode and changes pertaining to each. But this divide wasn't always there, you know? Once upon a time, MBII duel mode was just sith vs jedi, there was no special considerations like ACM, and thinking about duel mode specific features vs open mode specific features. Shoehorning playstyles and narrowing the meta this way limits dynamic variability in the game, and is part of why I haven't played consistently for such a long time.
But for the sake of this critique I will use the Open and duel mode categories, but excuse me when I weave in some history and explanation behind my changes and why I feel the way I do about the system in general.
OPEN MODE:
People used to say that jedi/sith were OP 10 years ago. Guess what? They still do, even with all the changes to open mode. Back then, there was more of a difference between a good jedi and a bad one. Nowadays there is hardly a difference between a mid-tier player and a top-tier player in open mode vs gunners. Why is this? Let me outline the main problems clearly for you all, then explain why they are a problem one by one.
Low FP drains and Slow FP regen.
Flinch.
FP regen debuff when shot.
Before I even discuss flinch, I have to talk briefly about the general feeling of playing the game in open mode now vs years ago. Freedom to do a variety of things, a higher variance/difference between levels of skill in the mid to upper tier brackets, faster paced gameplay and overall just more fun. This was years ago.
Now: Less of a dramatic difference between players. Good for new players, bad for those that are in it for the long haul and wanting to get better. Less freedom to do what you want as a jedi/sith, less playstyle variance both in open and duel mode.
Why is this?
The first problem is the low FP drains that necessitate slow fp regen. This inevitably leads to less force power usage and restrics how you can play the game. It also makes it a drag for both gunners and jedi/sith. It's a drag for gunners due to the low fp drain, and a drag for the force users due to the slow fp regen and inability to freely use the force and it slows the game down tremendously. The FP regen debuff when shot is a sort of tertiary shit mechanic added on to further exacerbate this problem, because the FP regen was so low that additional nerfs were needed to make it a palatable change balance wise. Instead of fixing the main problems, recent iterations of MBII have invented second and third tier solutions to mitigate the bad idea instead of removing or changing the bad idea aka the root cause.
The second problem is flinch and its implementation. Look, there have always been complaints about jedi/sith being hard to kill in melee range and flinch might seem like a good solution to some of you, but it's shit and here's why.
Jedi/sith is a melee class, yet it's diffficult for them to get a kill when they are in close range to a skilled gunner. Why? Wookiee is the only other melee class in the game, yet it's fucking strong and scary when it's in melee range and you run away from it. Even Jedi/sith have to respect it. This is not the case for current force user vs gunner combat. I never panic as a gunner when faced with a jedi, even when I am playing a soldier I know I can handle them in close range due to flinch, so I never try to drain them from a distance (BECAUSE HEY, THAT TAKES LIKE 30 SEC TO A MINUTE).
The only reason why flinch is necessary in current open mode, is because of the retardedly slow fp drains. So my changes to open are rather simple. First of all, increase the FP drain of all gunners on jedi/sith. This change necessitates higher FP regen and removing/reworking flinch. This simple change also allows us to get rid of the FP debuff, which is bad for a very major reason indeed. The FP debuff prevents ppl from using manual dodging and crouching to reduce FP drains in a volatile high drain system, which was one of the skills that high tier players used to differentiate themselves from middling players. Basically what I am saying is remove the root cause that necessitates all these stupid balance changes.
You have X, and X is bad. Instead of reworking X to be acceptable, you install Y and Z to balance X, but Y and Z negatively affect the game to such a degree that it becomes worse than previous iterations of the game. This is the problem with the recent design philosophy in a nutshell.
First you have to fix the core issues and make the game as fun as possible to play. Then you can balance the game. What developers have been doing for awhile now (more than 1 year, fucking hell). Is trying to retrofit balance changes onto bad mechanics to make them more palatable. How do we fix the fact that FP drains are so low? We have to implement flinch and an FP debuff to further reduce the FP regen otherwise the low drains are too OP. You are a doctor tackling a symptom instead of the root cause and it's ruining the game that I love.
Now let's move on to the big one for me. DUELING.
This is a more complex issue to tackle than open mode, so bear with me as I try and outline my problems with the design philosophy and why certain changes are bad for the system.
First of all, a few questions and a history lesson. Many current duelists do not remember this because they weren't around back then, but until about 3 years ago people were using many different dueling tricks to differentiate themselves. To name a few things.
Style switching was viable and allowed for very dynamic gameplay, look at some of my old dueling videos.
Mblock style was a quirk that allowed certain players to duel with their own peculiar style.
Faking low BP was a mental technique you could use to trick your opponent into becoming overly aggressive.
BP was far more important than it is currently, and so it mattered alot more how much BP you had. Now the main mechanic in dueling seems to be ACM, which is a convoluted, contrived, invisible mechanic that you cannot keep proper track of. And furthermore there are no subtle mindgames with ACM, since faking ACM is impossible/useless.
Now I know some people might say stuff like 'adapt' and 'git gud', but I think I have pretty much deleted those stupid retorts because I have indeed gotten good and beaten most of the best players in the game at dueling convincingly. I'm not bragging and saying I'm the best, because I'm probably not, but I know my way around a lightsaber so listen. What I am saying is that there are certain things that make dueling bad, the root causes I eluded to earlier and I will now outline them and explain them like I did with open mode. Dueling is obviously a complicated thing and there is no way I can cover everything so I will try and focus on the major problems.
Let's look at dueling the same way we looked at open mode above. Why does it feel bad to me?
Low BP drains. No style switching, less dynamic dueling aka a one dimensional meta and that wouldn't even be so bad if the meta was good/visible. Slow styles feel bad to use without nudge.
Why are the BP drains low? Because of ACM.
Why is there no style switching? Because of ACM.
Why is dueling less dynamic, and why is the meta so bad and one dimensional? Because of ACM.
Why do slow styles feel bad to use without nudge? Fast styles interrupt, make it a hassle to try and fight back. This problem is sort of the dueling version of the flinch issue.
There is a very simple solution to all of these problems. I'm not saying the system will magically be uber good when these things are changed, but I am saying that this is the root cause of many problems and fixing the root cause will allow us to work on better support mechanics for dueling.
Rework ACM!!!
(Return it to how it was in the old days. You had to build many ACC, like 8 for example. Then when you got 8 you received 1 ACM which boosted your AP significantly. The only way you could get ACM/AP was if you significantly outclassed your opponent, or if he simply didn't attack you back.)
You would think that making ACM more sensitive and dynamic would improve the game, but it does the opposite. ACM promotes passive, drawn out, runhit parry styles. It promotes long slow duels. And furthermore, it isn't even a visible mechanic the way BP is. You have to sit there and count your swings vs the opponents swings, but this is also difficult because sometimes a swing gives more ACM than other times. It is a convoluted mess that drags everything about dueling down, down dooooown into a very one dimensional and boring place.
The current ACM system means that we have to have lower general AP to compensate, which means you feel impotent in the beginning of a duel and BP doesn't really mean much. So you can waste all your BP playing frivolously, then run away until you have full BP and come back with an ACM advantage and destroy your opponent. This cheese is how less skilled players can beat more skilled players if they do not buy into the ACM struggle. And no, it's not an elegant dance or a contest to grab momentum. It is an ugly slugfest of noodleswings and runhitting/parrying like hell all for the sake of this one thing.
Imagine if ACM was removed and BP mattered again. You could more easily do 1v2 if you are a top player, because you can keep your opponents in check by draining their BP fast. Every swing and timing matters. One of the worst things about 1.4 was the fact that it took such a long time to kill another person, AND NOT ONLY THAT. They could make like 8 major mistakes and still be fine and hang on. All of this evaporates immediately if ACM is reworked and fixed. And I have only just scratched the surface of why ACM in its current iteration is B.A.D, but let's leave it here since I think you get my point, I hope...
Inevitably I will have to tackle the "but without ACM you can just run away and reset."
My first gut reply to this is, "yes and why shouldn't you be able to do this?" but I know it's a little more complicated than this.
First of all let me state that the solution is not to implement some obtuse mechanic like a speed increase on a bodyhit. I don't believe there really is a problem with this running and resetting thing, and if there is a problem it's a minor one at best. Actually this thinking negatively impacts open mode and is neutral in dueling mode.
To improve upon dueling mode and turn this issue of yours from a neutral thing into a positive, non issue is very simple. Have duel mode be more like baseJKA with a lobby and a longer time + freejoin and 1x1 duel challenges. I don't even want to get into the timelimit debate here because it's a seperate issue, but in fact I think that hardcoding the timer has had a massively negative impact on the game due to how many roleplayers MB2 used to have and how amazing the custom FA's were. Now all of those FA assets hardly get used at all, which is a huge shame, but let's focus on dueling.
To sum up my thoughts about dueling:
ACM ruins style switching, reduces the importance of BP, encourages runhit/passive parry styles and drawn out duels, and actually encourages running away equally if not more so that a system in which ACM didn't exist (because there's no chance of recovering the fight after a big ACM advantage, so why bother?).
I think that is the main thing I wanted to talk about with dueling, and really hammer it home. This is because devs often get caught up working on second or third hand problems instead of fixing the root cause. During my time as a beta tester I've seen this problem so many times that I cannot count them, and it goes for both open mode devs and dueling devs.
I don't want to call people out and blame them specifically, because that is rather pointless, but to give a few examples of stupidity and second/third rate symptom obsession let's take a look at recent dev history. And keep in mind many good things have happened aswell, I am just criticizing these things and spelling them out because it seems to always fly over peoples heads...
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-Stassin made ACM the way it is because he believed running away in duels was bad and probably also because 0 BP survival was a thing back in 1.3 due to parry being free. Regardless of the reasoning though, ACM the way it is (and noodle swings), was his change and you just have to read my thoughts above to know why I list this here.
-To fix the 0 BP parrying issue, 1.4.3 came about, with 50% Bodyhit damage on all parries. Way too extreme a change.
-In 1.4.4 Tempest was worried about swinging willy-nilly and combo-spam, so he introduced very large flat drains. However, that was not the only massive problem he created. He also removed nudge yet kept fast PB counters, and all of this resulted in an absolutely shitty patch. The last time I played something so bad was maybe RC2. Even 1.4.3 with its ridiculous parry mechanic was better.
-1.4.5: This is a buggy beta build, rushed out because of viserys and incomplete and shitty because of lack of testing and tempests mistakes. It is damage control for the bad patches since 1.4, and tbh I am not very impressed at all. The main problem with 1.4.5 is the ACM meta, and the bugs and how unpolished sabering feels in it aswell as a few style specific things like red being slow and lacking nudge/faster speed to initiate.
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So now that I've gotten that off my chest and outlined what I think is a major problem and a relatively simple solution, let's throw out some details and solutions/changes. These are my changes and what I think is important to bring back the good feeling that I lost about 3-4 years ago.
-First is ACM. Make it relevant only for special attacks like blue lunge, stab, YDFA and butterfly or simply remove it completely from the game or rework it to the old style of ACC/ACM/AP gain.
-Individual saber perks aren't needed. We didn't have them in the old style switching systems and each style was unique with its advantages and disadvantages. But I believe individual perks can be a good thing both for open and for dueling if done right, to give flavour and so on.
To give a few examples of good perks and bad perks.
Red: Nudge -> Good perk.
Red/blue: PB drains X BP -> Bad perk.
Blue: Each ACC/ACM empowers blue lunge/backstab -> Good perk.
Purple: PB gives X ACM -> BAD PERK.
Yellow: Able to do fast halfswings in restricted directions -> Good perk.
Purple: Attacks bleed though PB -> BAD PERK.
But again, these shouldn't be needed, but can apply flavour so it's a minor thing.
-Reintroduce swing restricions, especially style specific ones not global ones so each style is unique and mastering the style takes more effort. This is a major part of why two styles felt different back when we didn't have random perks to differentiate them.
-Introduce NB aka Normal Block aka old lightsaber blade based PB. Make it reduce BP damage taken by 10% So instead of doing 10 BP damage, an attack does 9 BP damage. With BP being relevant, this will give the mindful player the edge without really interfering much with normal dueling, assuming BP drains are properly high, which brings me to my next change(s)
-Getting hit on your NB, enables you to do a nudge/halfswing speed counter. Aka a NB Counter. This should not be fast, but just skip the first windup part of the anim like halfswings so u can react off of an opponents aggression like in the old days instead of having to wait your turn, but more nuanced and requires some skill and timing awareness due to it being on NBs only. This should deal standard damage.
-To clarify, a PB counter would be a 20% increase in damage and same halfswing speed, basically just more dmg. And we do away with Mblock PB fast counters alltogether.
-BP regen below 1/3 BP is reduced slightly. Another mechanic to emphasize the importance of BP, low BP vs high BP and being mindful of your BP vs simply retardedly ignoring it and still being fine. The threshold could be marked a darker red on the bar to indicate when you are in the bad zone.
-If not holding block, aka running, force focus is increased to 0.5 sec for FB 1-2 and 1 sec for FB 3. This will enable you to pull runners if they aren't doing a proper tactical retreat, resulting in more rewards for skillful play and making it easier for pro's to kill running noobs that don't know what they are doing.
-Holding mouse 1 drains X bp per sec. Do away with arbitrary BP costs for swings and make all swings free and cost whatever the tick is. Attacking should be cheap, not super expensive like in 1.4.4.
-Make jumps with the +use button free always. So if you have jump 3, hold use and do a shorter jump 2 non-force jump, you don't dent your BP at all.
-Mblocking someone does not stop their combo, it gives you some BP instead. This will improve the flow of gameplay in general. Also roll back the mblock changes so that it's a mechanic everyone can use constantly during a duel with a short CD and no penalty for failing. The main problem with mblock was that it stopped momentum. If it merely regens some BP and this applies to both sides ofc, the one with the better mblock will regen more BP and thus come out on top. The CD should be around 3 seconds. The specific amount of BP an MB should give obviously needs to depend on the style, more for faster swings and less for slower swings. It should not be overly significant and extreme, same philosophy here as with NB, it should make a minor impact but be enough to really set the truly skilled apart from the moderately skilled.
-Getting slapped doesn't stagger/flinch you, but will still knock you down if u arent blocking. Getting kicked with +use does stagger you even in blocking stance. Another thing to increase skill levels and differentiate middling players from Masters.
-Parries are based on bodyhit damage and deal a flat 20% bodyhit damage throug the parry to the other person. So if a blue attack is worth 6BP damage and a Red attack is worth 10BP damage. Red deals more damage than blue through the parry, but blue should have more swings in its combo, atleast 4 so that extra swing evens out the difference in most circumstances. Besides, blue is alot faster than red so giving it stronger parries than strong styles doesn't make sense. Overcomplication of invisible mechanics seems to be an obsession of Tempest and even stassin to some extent, so how about we don't do that so much anymore?
-Make grip/MT/lightning and superpush unusuable in dueling mode (or togglable via a server option, and give speed to both sith and jedi so there is no difference between them dueling wise, aka a jedi doesn't get an advantage over a sith due to speed. This speed for both sides change SHOULD extend to open mode aswell, but the devs are being retarded about it and have stubbornly refused this change for a million years, same with rolling back the harcoded timer change. Sometimes you think you know whats best for the game when you have no fucking clue. I have been humble enough over the years and exceedingly patient enduring bad design ideas, so I think I am allowed to say that there is no way you are right about speed and the timer, and there is 'every' way that I am right about it.
-And for Tempests sake, I am mentioning here that specials should not cost BP, for fucks sake. They should cost FP, and you've already made them vulnerable. This makes them undesirable to spam in open mode, but usable in dueling mode. Oh, and NB should be able to block additional damage on specials, say 50 percent?
Perk/minor style changes section:
-Give red nudge for fucks sake. And don't even think about giving the style weird staggers. Stagger has ALWAYS been bad for sabering. It was terrible in the stagger below half BP on bodyhit patch, it is terrible now.
-Cyans new perk is that it deals 10% more damage than the opponents parry vs fast/medium styles and equal damage vs heavy styles on its first two swings in a combo, this counts halfswings aswell.
-Staffs new perk is an inability to be backwhacked unless u have low enough BP. Backwhacks deal 50% increased BP damage. This makes it better for 1vx. Let us get rid of the retarded Mblock perk legacy, and all the cheesy stagger bullshit.
-Yellow: fast halfswing like in the beta is fine I guess.
-Blue perk: Use ACM scaling on its lunge and backstab, and make the backstab recovery slightly faster so its less risky and is used more for style points.
-Purple perk: Acrobatics like cartwheels cost no BP and you take no additional damage if hit during them. Speed purple up and make its swingspeeds equal across the board. It should be similar to yellow in speed and could even get a 4th hit. Give it back stab as a special instead of the kata, and make it act like blue lunge, primarily a knockback thing unless super high ACM and ofc it costs FP like the other specials.
-Duals: Damage increases throughout the combo. Not the halfswing king design, but the combo king design. It makes duals less retarded in duels.
--- End of perk/style thing for now. Kept it brief for the sake of the other changes.
Now the 'sev' changes that all devs (Stassin/Tempest) have ignored for many years and even actively sought to counteract, and my reasons why these changes are good and why counteracting them is fucking bad. First the changes. Then the reasoning behind them.
-Swingblocked attacks do 10% more damage.
-Non-swingblocked attacks do 0% extra damage.
-Running attacks deal -30% damage.
-Jumping attacks (i.e while airborne) do 10% more damage and overlaps with swingblocked attacks for a total of 20% more damage.
-You take 30% more damage if hit in the air.
-Crouching attacks deal 75% reduced damage.
-You take 75% more damage if hit while crouching.
First of all, differentiateing between a swingblocked attack and a non-swingblocked attack is a way to increase the skill difference between players and give those who practice alot an advantage and the noobs that just hold m1 a disadvantage. It takes more skill to swingblock than to not swingblock, so swingblocks dealing LESS damge than nonswingblocked attacks DO NOT MAKE SENSE.
Running attacks should deal way less damage in a BP centered system, because this way you will have an easier time chasing a retreating opponent who doesn't swingblock or hold walk during his attacks. This somewhat alleviates the problem that many systems have had, even 1.4 ACM systems have this problem, where you try and chase someone down to finish the kill, but you end up losing your ACM and BP due to runhits. With no ACM there is only BP to worry about, and with 30% reduced dmg, runhits vs normal hits will come to favor the aggressor, which is what we need to finish duels instead of all of these mechanics like increasing runhit damage, that actually promote runhit rungaying.
Jumping has long been a pet peeve of mine. You should be rewarded for doing a short jump initiation because it drains your own BP and takes more skill than a normal attack to perform. The 30% more dmg is to balance the risk vs reward more adequately instead of having it be at 50% which totally fucks over the risk vs reward. At 30% it means that u can parry the jumphits and come out on top with a slight BP gain.
The crouch nerfs are simply because crouching attacks are hard to defend against with PBs, and it is a cheesy way to play the game and also looks retarded. Crouchspamming should never be a viable tactic in dueling, so I hit it hard. In contrast, tempest wants to reduce the penalty for crouching, which is fucking stupid.
I do not understand why the devs are so reluctant to implement these numbers changes that I have been going on about for years and years. Is it because it will increase the skill ceiling and reduce the effectiveness of cheesy tactics while rewarding skilled people? I don't get it, so why not fucking try some of my changes for a... change. Instead of obsessing over stupid, meaningless changes that are then rolled back the next patch, or making bad changes that stack accumulatively and end up making the system worse? Try some sev changes, please.
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That will be it for now. I am sure we can find other small changes and adjustments together, but the main thing is to get the gameplay back on track and then balance it after the gameplay is fun and nuanced and deep again. I left out some changes and adjustments myself, thing that might fit into the balance category of changegs even more than the ones I included, such as BP/AP adjustments. I also did not mention force power reworks and force power changes too heavily, so there are many things still to touch on. BUT, this should give you a general overview of why I, SEV, haven't played consistently in 3 years and why I can't enjoy MBII the way I used to.
I hope you will take these suggestions to heart and try them instead of developing weird parallel alternatives that dont work aswell and are fixes to symptoms rather than fixes to the root cause.
-Yours sincerely. A very patient duelist that has had enough of the stupid changes and cannot put up with it any longer.